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guide:damage_rating_v3 [2019/06/21 04:15] wesguide:damage_rating_v3 [2023/12/20 18:20] (current) – external edit 127.0.0.1
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 The Damage Rating system, version 3, is a guideline to help figure that out. [[guide:damage_rating_v2|Version 2]] had values expressed numerically and a kind of hit point system for all targets. Version 3, often called "SADRv3" or just "v3", was proposed to fix the scaling problem between [[guide:mecha_and_power_armors#power_armors|power armor]] and [[guide:mecha_and_power_armors#mecha|mecha]] (among other issues), and introduced an HP-less solution that would work better with a roleplayed narrative and reduce the tabletop-style number crunching. The Damage Rating system, version 3, is a guideline to help figure that out. [[guide:damage_rating_v2|Version 2]] had values expressed numerically and a kind of hit point system for all targets. Version 3, often called "SADRv3" or just "v3", was proposed to fix the scaling problem between [[guide:mecha_and_power_armors#power_armors|power armor]] and [[guide:mecha_and_power_armors#mecha|mecha]] (among other issues), and introduced an HP-less solution that would work better with a roleplayed narrative and reduce the tabletop-style number crunching.
  
-Version 3 looks at this from the standpoint of a weapon's purpose. [[guide:role-players|Players]] will see many weapons listing their purpose in the SARPwiki, going from //light anti-personnel// to //heavy anti-capital ship//+Version 3 looks at this from the standpoint of a weapon's purpose. [[guide:role-players|Players]] will see many weapons listing their purpose in the SARPwiki, going from light anti-personnel to heavy anti-capital ship. 
  
-The system's base assumption is that a //light anti-starship// weapon is meant to shoot down "light starships." There's also a matter of scale: if a [[guide:role-players|player]] shoots the same weapon at something smaller than a [[guide:starship_classes|starship]], it'll likely be far more ruinous. Against a larger [[guide:starship_classes|starship]], it'll likely do much less significant damage. +The system's base assumption is that a light anti-starship weapon is meant to shoot down "light starships." There's also a matter of scale: if a [[guide:role-players|player]] shoots the same weapon at something smaller than a [[:starships|starship]], it'll likely be far more ruinous. Against a larger [[:starships|starship]], it'll likely do much less significant damage. 
  
-Version 3 keeps to a "per attack" perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachine gun are in the same //light anti-personnel// tier; both can certainly kill an unprotected [[species:human|human]] with a well-placed bullet to the head or chest. However, one clearly fires faster and might be a much deadlier weapon.+Version 3 keeps to a "per attack" perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachine gun are in the same light anti-personnel tier; both can certainly kill an unprotected [[species:human|human]] with a well-placed bullet to the head or chest. However, one clearly fires faster and might be a much deadlier weapon.
  
 Keep that in mind as you read this article. Be it weapons, protective means or various vehicles, each article usually has a wealth of information to offer. SADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up to the narrative between [[guide:game master|Game Masters]] and the [[guide:role-players|players]] in their care. Keep that in mind as you read this article. Be it weapons, protective means or various vehicles, each article usually has a wealth of information to offer. SADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up to the narrative between [[guide:game master|Game Masters]] and the [[guide:role-players|players]] in their care.
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   * The second is the intended nomenclature for the tier, also considered the actual purpose of the weapon (and the term you should see in other articles).    * The second is the intended nomenclature for the tier, also considered the actual purpose of the weapon (and the term you should see in other articles). 
   * The third includes examples of targets within that tier, for which the 'per-use' result could be potentially lethal.    * The third includes examples of targets within that tier, for which the 'per-use' result could be potentially lethal. 
-  * The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the [[stararmy:start|Star Army of Yamatai]] to provide a stable benchmark.//+  * The fourth column are examples of weapons within that tier. The items mentioned are mostly from the [[stararmy:start|Star Army of Yamatai]] to provide a stable benchmark.
  
 You will also notice that there are divisions by categories. They are: You will also notice that there are divisions by categories. They are:
-  * //Personnel//,  +  * Personnel,  
-  * //Power Armor//,  +  * Power Armor,  
-  * //Mecha//+  * Mecha, 
-  * and //Starships//.+  * and Starships.
  
-These are for ease of reference and scale but are not exclusive. For example: an infantryman can carry an anti-mecha bazooka to take down tanks, and [[guide:aerospace_craft#fighters_and_bombers|strike craft]] can equip anti-starship torpedoes to take down bigger prey. It's also fairly common for larger [[guide:starship_classes|starships]] to carry a complement of weapons to deal with smaller targets.+These are for ease of reference and scale but are not exclusive. For example: an infantryman can carry an anti-mecha bazooka to take down tanks, and [[guide:aerospace_craft#fighters_and_bombers|strike craft]] can equip anti-starship torpedoes to take down bigger prey. It's also fairly common for larger [[:starships|starships]] to carry a complement of weapons to deal with smaller targets.
  
 ^  Tier  ^  Purpose  ^ Defensive Example ^ Offensive Example ^ ^  Tier  ^  Purpose  ^ Defensive Example ^ Offensive Example ^
 ^  Personnel  ^^^^ ^  Personnel  ^^^^
-|  1  |  Light Anti-Personnel  | [[stararmy:equipment:traditional_flak_vest|Traditional Flak Vest]], Riot Armor | Pistol rounds, [[corp:styrling:ss_45_caliber|Styrling .45 Caliber Pistol]] | +|  1  |  Light Anti-Personnel  | [[items:equipment:traditional_flak_vest|Traditional Flak Vest]], Riot Armor | Pistol rounds, [[corp:styrling:ss_45_caliber|Styrling .45 Caliber Pistol]] | 
-|  2  |  Medium Anti-Personnel  | [[corp:styrling:muur_armor|Muur Armor]], Ballistic Vests, Body Armor | [[stararmy:weapons:gp-12_pulse_rifle|GP-12 Pulse Rifle]], Rifle rounds, [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#pulse_mode|Pulse]]) | +|  2  |  Medium Anti-Personnel  | [[corp:styrling:muur_armor|Muur Armor]], Ballistic Vests, Body Armor | [[items:weapons:rifles:gp-12_pulse_rifle|GP-12 Pulse Rifle]], Rifle rounds, [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#pulse_mode|Pulse]]) | 
-|  3  |  Heavy Anti-Personnel  | [[faction:nepleslia:equipment:golem_assault_armor|Golem Assault Armor]], Hardsuits | Grenades, [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2901_lasr-slag|SLAG Grenades]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|Heavy]]) |+|  3  |  Heavy Anti-Personnel  | [[faction:nepleslia:equipment:golem_assault_armor|Golem Assault Armor]], Hardsuits | Grenades, [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2902_lasr-slag|SLAG Grenades]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|Heavy]]) |
 ^  Power Armor  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Anti-Armor  | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy:equipment:ke-m2-4_series_mindy_armor|Mindy IV]], [[faction:nepleslia:equipment:hostile|Hostile]] | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Rapid-Pulse)]], [[stararmy:weapons:ke-m6-w2921_atmospheric_space_plasma_rifle|Atmospheric/Space Plasma Rifle]] +|  4  |  Light Anti-Armor  | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy:equipment:ke-m2-4_series_mindy_armor|Mindy IV]],  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Rapid-Pulse)]], [[stararmy:weapons:ke-m6-w2921_atmospheric_space_plasma_rifle|Atmospheric/Space Plasma Rifle]] 
-|  5  |  Medium Anti-Armor  | [[faction:mishhuvurthyar:reaper|Reaper]] | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Beam)]], [[stararmy:weapons:type_32_light_anti-armor_turret|Type 32 Anti-Armor Turret]] |+|  5  |  Medium Anti-Armor [[faction:nepleslia:equipment:m10_raider_light_armor|Raider]], [[faction:mishhuvurthyar:power_armor:reaper|Reaper]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Beam)]], [[stararmy:weapons:type_32_medium_anti-armor_turret|Type 32 Anti-Armor Turret]] |
 |  6  |  Heavy Anti-Armor  | [[corp:zen:devil_raid_suit|Devil]], [[faction:nepleslia:equipment:hostile|Hostile]], [[stararmy:equipment:kirie_thought_armor|Kirie]] | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Saber)]], [[stararmy:weapons:ke-m2-w2908_offensive_augmentation_pods|Offensive Mini-Missiles]] | |  6  |  Heavy Anti-Armor  | [[corp:zen:devil_raid_suit|Devil]], [[faction:nepleslia:equipment:hostile|Hostile]], [[stararmy:equipment:kirie_thought_armor|Kirie]] | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Saber)]], [[stararmy:weapons:ke-m2-w2908_offensive_augmentation_pods|Offensive Mini-Missiles]] |
 ^  Mecha  ^^^^ ^  Mecha  ^^^^
-|  7  |  Light Anti-Mecha  | [[faction:nepleslia:equipment:aggressor|Aggressor]], [[stararmy:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[stararmy:small_craft:ke-v6-2a_hayabusa_ii_starfighter|V6 Hayabusa II]]  | [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|50mm Gauss Bazooka]],  [[stararmy:weapons:anti-fighter_turret_type_31|Type 31 Anti-Fighter Turret]] |+|  7  |  Light Anti-Mecha  | [[faction:nepleslia:equipment:aggressor|Aggressor]], [[stararmy:equipment:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[stararmy:small_craft:ke-v6-2a_hayabusa_ii_starfighter|V6 Hayabusa II]]  | [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|50mm Gauss Bazooka]],  [[stararmy:weapons:anti-fighter_turret_type_31|Type 31 Anti-Fighter Turret]] |
 |  8  |  Medium Anti-Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | [[stararmy:weapons:ke-v9-w3300|Nodachi-Type Turbo Aether Cannon]]  | |  8  |  Medium Anti-Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | [[stararmy:weapons:ke-v9-w3300|Nodachi-Type Turbo Aether Cannon]]  |
-|  9  |  Heavy Anti-Mecha  | [[stararmy:small_craft:type_31_dropship|Type 31 Dropship]], [[stararmy:small_craft:ke-v7_ginga_bomber|V7 Ginga]] | [[stararmy:type_31_secondary_anti-starship_turret|Type 31 Anti-Starship Turret]]  |+|  9  |  Heavy Anti-Mecha  | [[stararmy:small_craft:type_31_dropship|Type 31 Dropship]], [[stararmy:small_craft:ke-v7_ginga_bomber|V7 Ginga]] | [[stararmy:weapons:type_31_secondary_anti-starship_turret|Type 31 Anti-Starship Turret]]  |
 ^  Starship  ^^^^ ^  Starship  ^^^^
-|  10  |  Light Anti-Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | [[stararmy:weapons:ke-d7-w3900_mass_launcher|Chiaki-Type Mass Launcher]] ([[stararmy:weapons:300mm_mass_launcher_round|Solid Round]])  |+|  10  |  Light Anti-Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | [[stararmy:weapons:ke-d7-w3900_mass_launcher|Chiaki-Type Mass Launcher]] ([[items:weapons:ammunition:300mm_mass_launcher_round|Solid Round]])  |
 |  11  |  Medium Anti-Starship  | [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | [[stararmy:weapons:ke-d7-w3900_mass_launcher|Chiaki-Type Mass Launcher]] ([[stararmy:weapons:ke-d7-w3900_mass_launcher#discharge_information|Positron Shot]])  | |  11  |  Medium Anti-Starship  | [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | [[stararmy:weapons:ke-d7-w3900_mass_launcher|Chiaki-Type Mass Launcher]] ([[stararmy:weapons:ke-d7-w3900_mass_launcher#discharge_information|Positron Shot]])  |
-|  12  |  Heavy Anti-Starship   | [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | [[stararmy:weapons:ke-d2-w4000_shock_cannon|Chiaki-Type Aether Array]], [[stararmy:weapons:ke-b3-w3100_superheavy_turret|Sharie-Type Aether Turret]], [[stararmy:weapons:ke-z1_series_anti-starship_torpedoes|Ke-Z1 Torpedoes]]  |+|  12  |  Heavy Anti-Starship   | [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | [[stararmy:weapons:ke-d2-w4000_shock_cannon|Chiaki-Type Aether Array]], [[stararmy:weapons:ke-b3-w3100_superheavy_turret|Sharie-Type Aether Turret]], [[stararmy:weapons:ammunition:ke-z1_series_anti-starship_torpedoes|Ke-Z1 Torpedoes]]  | 
 +^  Capital Starship  ^^^^
 |  13  |  Light Anti-Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | [[stararmy:weapons:ke-s3-w4000_aether_shock_array|Plumeria-Type Aether Array]], [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-Type Positron Cannon]]  | |  13  |  Light Anti-Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | [[stararmy:weapons:ke-s3-w4000_aether_shock_array|Plumeria-Type Aether Array]], [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-Type Positron Cannon]]  |
 |  14  |  Medium Anti-Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]], [[stararmy:starship_classes:yamato-class_flagship|Yamato Flagship]] | [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-Type Aether Array]], [[stararmy:weapons:ke-b5-w3901_type_39_anti-fortress_turret|Izanagai-Type Aether Turret]] | |  14  |  Medium Anti-Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]], [[stararmy:starship_classes:yamato-class_flagship|Yamato Flagship]] | [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-Type Aether Array]], [[stararmy:weapons:ke-b5-w3901_type_39_anti-fortress_turret|Izanagai-Type Aether Turret]] |
-|  15  |  Heavy Anti-Capital Ship  | [[stararmy:starship_classes:izanagi-class_dreadnought|Izanagi Dreadnought]], [[stararmy:starship_classes:zodiac-class_star_fortress|Zodiac Star Fortress]] | [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-Type Aether Array]], [[stararmy:weapons:ke-b5-w3900_amenonuhoko-class_main_weapon_array|Izanagi-Type Aether Array]]  |+|  15  |  Heavy Anti-Capital Ship  | [[stararmy:starship_classes:izanagi-class_dreadnought|Izanagi Dreadnought]], [[stararmy:starship_classes:zodiac-class_star_fortress|Zodiac Star Fortress]] | [[stararmy:weapons:ke-b5-w3900_amenonuhoko-class_main_weapon_array|Izanagi-Type Aether Array]], [[stararmy:weapons:multi-mode_aether_shock_array]], [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-Type Aether Array]]  |
 ==== Tier 0 ==== ==== Tier 0 ====
 Unstated, Tier 0 encompasses the unprotected [[species:human|human]] and means of harm such as bare fists, clubs, and knives. As this scope is relatable to us in real life, it's left up to common sense between [[guide:role-players|roleplayers]] and [[guide:game_master|Game Masters]]. Unstated, Tier 0 encompasses the unprotected [[species:human|human]] and means of harm such as bare fists, clubs, and knives. As this scope is relatable to us in real life, it's left up to common sense between [[guide:role-players|roleplayers]] and [[guide:game_master|Game Masters]].
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 ==== Attacks ==== ==== Attacks ====
-As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is //potentially lethal//.+As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is potentially lethal.
  
-Version 3 breaks down the damage a weapon can do along a stepped range, relative to the tiers of the weapon versus the target. The range goes from four steps below and four steps above, with //potentially lethal// considered "zero."+Version 3 breaks down the damage a weapon can do along a stepped range, relative to the tiers of the weapon versus the target. The range goes from four steps below and four steps above, with potentially lethal considered "zero."
  
-  * The //below steps// are reductions in a weapon's damage because the target is bigger, heavier or otherwise better protected. Those steps are negligible, light, moderate and heavy.+  * The below steps are reductions in a weapon's damage because the target is bigger, heavier or otherwise better protected. Those steps are negligible, light, moderate and heavy.
  
-  * The //above steps// are increases in a weapon's damage because the target is smaller, lighter or otherwise less protected. Those steps are quite lethal, highly destructive, assuredly lethal and total annihilation.+  * The above steps are increases in a weapon's damage because the target is smaller, lighter or otherwise less protected. Those steps are quite lethal, highly destructive, assuredly lethal and total annihilation.
  
 When put visually, it's going to look like this table: When put visually, it's going to look like this table:
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 What you need to take from this is that you cause some damage to harder targets than your weapon was intended to take down and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; too wide, and the weapon will cause overkill. What you need to take from this is that you cause some damage to harder targets than your weapon was intended to take down and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; too wide, and the weapon will cause overkill.
  
-//**Nothing in this article needs to be learned by heart.**// As long as a reader or [[guide:game_master|Game Master]] grasps the general concept and can figure out "my [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] will only do light damage to a [[stararmy:mindy_power_armor|Mindy armor]]," the [[user:directory|player's]] gleaned what most readers need to from the Version 3 system. +Nothing in this article needs to be learned by heart. As long as a reader or [[guide:game_master|Game Master]] grasps the general concept and can figure out "my [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] will only do light damage to a [[stararmy:mindy_power_armor|Mindy armor]]," the [[members:directory|player's]] gleaned what most readers need to from the Version 3 system. 
  
-Based on the purpose stated in the weapon article, a [[user:directory|player]] or [[guide:game_master|Game Master]] is armed with the knowledge of what to expect from your tools. From there, the [[guide:game_master|Game Master]] should be able to determine the result within the story narrative. +Based on the purpose stated in the weapon article, a [[members:directory|player]] or [[guide:game_master|Game Master]] is armed with the knowledge of what to expect from your tools. From there, the [[guide:game_master|Game Master]] should be able to determine the result within the story narrative. 
  
 At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[guide:damage_rating_v3#examples_of_use|click here]] to quickly get down to it or read on to learn more about defenses. At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[guide:damage_rating_v3#examples_of_use|click here]] to quickly get down to it or read on to learn more about defenses.
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 |  4 Above  |  Total Annihilation  | Barrier depleted (250% damage), quite lethal damage to target. | |  4 Above  |  Total Annihilation  | Barrier depleted (250% damage), quite lethal damage to target. |
  
-The notations that go along with excess damage are discussed further in the //Replenishing a Barrier// section below.+The notations that go along with excess damage are discussed further in the Replenishing a Barrier section below.
  
 == Barrier Facings == == Barrier Facings ==
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 ^  Conformal  | Slightly more advanced, this barrier lends "skin-tight" protection to its recipient. Near-misses are much less likely to needlessly deplete the barrier. It is usually seen on [[guide:mecha_and_power_armors#power_armors|power armor]], [[guide:mecha_and_power_armors#mecha|mecha]], and small [[guide:aerospace_craft#fighters_and_bombers|strike craft]]. | ^  Conformal  | Slightly more advanced, this barrier lends "skin-tight" protection to its recipient. Near-misses are much less likely to needlessly deplete the barrier. It is usually seen on [[guide:mecha_and_power_armors#power_armors|power armor]], [[guide:mecha_and_power_armors#mecha|mecha]], and small [[guide:aerospace_craft#fighters_and_bombers|strike craft]]. |
 ^  Two-Faced  | Two-faced barriers have emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve. Host platforms smaller than [[guide:mecha_and_power_armors#mecha|mecha]] may not equip two-faced barriers.(([[https://stararmy.com/roleplay-forum/index.php?threads/power-pack-armor-resubmission.46297/#post-322116|Source]])) | ^  Two-Faced  | Two-faced barriers have emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve. Host platforms smaller than [[guide:mecha_and_power_armors#mecha|mecha]] may not equip two-faced barriers.(([[https://stararmy.com/roleplay-forum/index.php?threads/power-pack-armor-resubmission.46297/#post-322116|Source]])) |
-^  Six-Faced  | One of the most complex barrier setups available, this layout divides barrier facings into areas: fore, aft, port, starboard, dorsal and ventral. Each facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military [[guide:starship_classes|starships]] and [[guide:starship_classes|capital ships]]. Six-faced units sometimes will simplify how their facings are managed, with "fore" and "aft" commonly used. |+^  Six-Faced  | One of the most complex barrier setups available, this layout divides barrier facings into areas: fore, aft, port, starboard, dorsal and ventral. Each facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military [[:starships|starships]] and [[:starships|capital ships]]. Six-faced units sometimes will simplify how their facings are managed, with "fore" and "aft" commonly used. |
  
 Though "facings" is used here, [[guide:role-players|players]] and [[guide:game_master|Game Masters]] use many other names, including angles, directions, regions, sides, sectors, zones, and so on. Though "facings" is used here, [[guide:role-players|players]] and [[guide:game_master|Game Masters]] use many other names, including angles, directions, regions, sides, sectors, zones, and so on.
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 As long as a barrier is not fired upon, it is capable of recharging its reserves.  As long as a barrier is not fired upon, it is capable of recharging its reserves. 
  
-In fact, taking //negligible// damage can mean "taking so little damage that the barrier regenerates from it right away". With proper power — that usually happens through the actions of [[guide:role-players|roleplayers]] such as tapping in auxiliary power, choosing not to fire weapons or having a [[guide:mecha_and_power_armors#power_armors|power armor]] hide behind cover and wait — reserves for any facings available can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity).+In fact, taking negligible damage can mean "taking so little damage that the barrier regenerates from it right away". With proper power — that usually happens through the actions of [[guide:role-players|roleplayers]] such as tapping in auxiliary power, choosing not to fire weapons or having a [[guide:mecha_and_power_armors#power_armors|power armor]] hide behind cover and wait — reserves for any facings available can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity).
  
 Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think of it as resetting a tripped fusebox). Certain systems, such as capacitor reserves on the [[stararmy:mindy_power_armor|M2 Mindy]] and [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy power armor]], are designed to 'hot restart' a [[guide:mecha_and_power_armors#power_armors|power armor's]] barrier. Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think of it as resetting a tripped fusebox). Certain systems, such as capacitor reserves on the [[stararmy:mindy_power_armor|M2 Mindy]] and [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy power armor]], are designed to 'hot restart' a [[guide:mecha_and_power_armors#power_armors|power armor's]] barrier.
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 The performance of supplemental armor is generally played by the ear by [[guide:game_master|Game Masters]]. They are heavily reliant on the [[guide:game_master|Game Master's]]  portrayal of a user's skill of interposing the shield between themselves and what means to harm them. The performance of supplemental armor is generally played by the ear by [[guide:game_master|Game Masters]]. They are heavily reliant on the [[guide:game_master|Game Master's]]  portrayal of a user's skill of interposing the shield between themselves and what means to harm them.
  
-Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit holding it. For example, the [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy's]] [[materials:zesuaium|Zesuaium]] shield can cope with attacks as a //medium power armor// (Tier 5) target would. Damage to the shield is treated separately from the [[guide:mecha_and_power_armors#power_armors|power armor]] or [[guide:mecha_and_power_armors#mecha|mecha]] holding it: having a shield does not upgrade a [[guide:mecha_and_power_armors#power_armors|power armor]] or [[guide:mecha_and_power_armors#mecha|mecha's]] defense tier; instead, it is treated as a different location to damage that is tougher than the rest.+Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit holding it. For example, the [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy's]] [[materials:zesuaium|Zesuaium]] shield can cope with attacks as a medium power armor (Tier 5) target would. Damage to the shield is treated separately from the [[guide:mecha_and_power_armors#power_armors|power armor]] or [[guide:mecha_and_power_armors#mecha|mecha]] holding it: having a shield does not upgrade a [[guide:mecha_and_power_armors#power_armors|power armor]] or [[guide:mecha_and_power_armors#mecha|mecha's]] defense tier; instead, it is treated as a different location to damage that is tougher than the rest.
  
-There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. **How long shields can stand up to damage and deterioration is up to the [[guide:game_master|Game Master]].**+There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. How long shields can stand up to damage and deterioration is up to the [[guide:game_master|Game Master]].
  
 == Materials == == Materials ==
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 ^  Armor Material  ^  Properties  ^ ^  Armor Material  ^  Properties  ^
-|  [[materials:xiulurium]]  | Expensive, counts as //Unarmored// (see below), grants stealth when energized.  |+|  [[materials:xiulurium]]  | Expensive, counts as Unarmored (see below), grants stealth when energized.  |
 |  [[materials:zanarium]]  | Grants noncombat stealth when energized if barrier and weapons are offline.  | |  [[materials:zanarium]]  | Grants noncombat stealth when energized if barrier and weapons are offline.  |
 |  [[materials:durandium|Durandium]]  | Lightweight and inexpensive.  | |  [[materials:durandium|Durandium]]  | Lightweight and inexpensive.  |
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 == Being "Unarmored" == == Being "Unarmored" ==
-Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming //from weaponry//.((This goes somewhat beyond crash test dummies.))+Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming from weaponry.((This goes somewhat beyond crash test dummies.))
  
 But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central [[faction:yamatai_star_empire|Yamatai]]. But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central [[faction:yamatai_star_empire|Yamatai]].
  
-These are //unarmored//. They take damage one step worse than usual for their tier.+These are unarmored. They take damage one step worse than usual for their tier.
  
 ===== Setting Submissions ===== ===== Setting Submissions =====
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 Here's a variant of the Tier table with the approximate sizing of what would fit in each category. Here's a variant of the Tier table with the approximate sizing of what would fit in each category.
  
-//Note: The sizes listed in the following table are averages, not hard values. Deviation from them __**within reason**__ is acceptable.//((What is considered "acceptable" is ultimately at the discretion of the individual [[guide:reviewing_submissions|reviewing]] the submission.))+Note: The sizes listed in the following table are averages, not hard values. Deviation from them __within reason__ is acceptable.((What is considered "acceptable" is ultimately at the discretion of the individual [[guide:reviewing_submissions|reviewing]] the submission.))
  
 ^ Tier ^  Type  ^ Example ^ Note ^ ^ Tier ^  Type  ^ Example ^ Note ^
 ^  Personnel  ^^^^ ^  Personnel  ^^^^
-|  1  |  Light Personnel  | [[stararmy:equipment:traditional_flak_vest|Traditional Flak Vest]], Riot Armor | [[species:human|Human]]-sized; torso or full-body padding. |+|  1  |  Light Personnel  | [[items:equipment:traditional_flak_vest|Traditional Flak Vest]], Riot Armor | [[species:human|Human]]-sized; torso or full-body padding. |
 |  2  |  Medium Personnel  | [[corp:styrling:muur_armor|Muur Armor]], Ballistic Vests, Body Armor | [[species:human|Human]]-sized; vest or full-body padding. | |  2  |  Medium Personnel  | [[corp:styrling:muur_armor|Muur Armor]], Ballistic Vests, Body Armor | [[species:human|Human]]-sized; vest or full-body padding. |
 |  3  |  Heavy Personnel  | [[faction:nepleslia:equipment:golem_assault_armor|Golem Assault Armor]], Hardsuits | [[species:human|Human]]-sized, full-body; not as thick as [[guide:mecha_and_power_armors#power_armors|power armor]]. | |  3  |  Heavy Personnel  | [[faction:nepleslia:equipment:golem_assault_armor|Golem Assault Armor]], Hardsuits | [[species:human|Human]]-sized, full-body; not as thick as [[guide:mecha_and_power_armors#power_armors|power armor]]. |
 ^  Power Armor  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Armor  | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy:mindy_power_armor|Mindy IV]], [[faction:nepleslia:equipment:hostile|Hostile]] | Can walk in through a doorway; around ~1.78 meters tall.((Roughly equivalent to 70 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) +|  4  |  Light Armor  | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy:mindy_power_armor|Mindy IV]],  | Can walk in through a doorway; around ~1.78 meters tall.((Roughly equivalent to 70 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) 
-|  5  |  Medium Armor  | [[faction:mishhuvurthyar:reaper|Reaper]] | Will hit head on top of doorway if walking in; around ~2.08 meters tall.((Roughly equivalent to 82 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) |+|  5  |  Medium Armor  | [[faction:nepleslia:equipment:m10_raider_light_armor|Raider]], [[faction:mishhuvurthyar:power_armor:reaper|Reaper]] | Will hit head on top of doorway if walking in; around ~2.08 meters tall.((Roughly equivalent to 82 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) |
 |  6  |  Heavy Armor  | [[corp:zen:devil_raid_suit|Devil]], [[faction:nepleslia:equipment:hostile|Hostile]], [[stararmy:equipment:kirie_thought_armor|Kirie]]  | Can't walk in upright through a doorway; around ~2.30 meters tall.((Roughly equivalent to 91 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) | |  6  |  Heavy Armor  | [[corp:zen:devil_raid_suit|Devil]], [[faction:nepleslia:equipment:hostile|Hostile]], [[stararmy:equipment:kirie_thought_armor|Kirie]]  | Can't walk in upright through a doorway; around ~2.30 meters tall.((Roughly equivalent to 91 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) |
 ^  Mecha  ^^^^ ^  Mecha  ^^^^
-|  7  |  Light Mecha  | [[faction:nepleslia:equipment:aggressor|Aggressor]], [[stararmy:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[stararmy:small_craft:ke-v6-2a_hayabusa_ii_starfighter|V6 Hayabusa II]]  | Fits in half a [[wp>Tennis court|tennis court]]; around 5~11 meters long.((Roughly equivalent to 16~36 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |+|  7  |  Light Mecha  | [[faction:nepleslia:equipment:aggressor|Aggressor]], [[stararmy:equipment:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[stararmy:small_craft:ke-v6-2a_hayabusa_ii_starfighter|V6 Hayabusa II]]  | Fits in half a [[wp>Tennis court|tennis court]]; around 5~11 meters long.((Roughly equivalent to 16~36 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |
 |  8  |  Medium Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | Fits in a full [[wp>Tennis court|tennis court]]; around 9~21 meters long.((Roughly equivalent to 30~69 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) | |  8  |  Medium Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | Fits in a full [[wp>Tennis court|tennis court]]; around 9~21 meters long.((Roughly equivalent to 30~69 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |
 |  9  |  Heavy Mecha  | [[stararmy:small_craft:type_31_dropship|Type 31 Dropship]], [[stararmy:small_craft:ke-v7_ginga_bomber|V7 Ginga]]  | Fits in an [[WP>Olympic-size swimming pool|Olympic swimming pool]]; around 21+ meters long.((Roughly equivalent to 69+ feet long; "long" refers to the unit's largest dimension (length, width, or height).))  | |  9  |  Heavy Mecha  | [[stararmy:small_craft:type_31_dropship|Type 31 Dropship]], [[stararmy:small_craft:ke-v7_ginga_bomber|V7 Ginga]]  | Fits in an [[WP>Olympic-size swimming pool|Olympic swimming pool]]; around 21+ meters long.((Roughly equivalent to 69+ feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 ^  Starship  ^^^^ ^  Starship  ^^^^
 |  10  |  Light Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | 50~125 meters long; fits (mostly) in an [[wp>American football#Field_and_equipment|American football field]].((Roughly equivalent to 164~401 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  | |  10  |  Light Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | 50~125 meters long; fits (mostly) in an [[wp>American football#Field_and_equipment|American football field]].((Roughly equivalent to 164~401 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
-|  11  |  Medium Starship  | [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | 100~275 meters long; as big as or bigger than the //[[wp>Ticonderoga-class cruiser|Ticonderoga]]//.((Roughly equivalent to 328~902 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) +|  11  |  Medium Starship  | [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | 100~275 meters long; as big as or bigger than the [[wp>Ticonderoga-class cruiser|Ticonderoga]].((Roughly equivalent to 328~902 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) 
-|  12  |  Heavy Starship   | [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | 250~625 meters long; as big as or bigger than the //[[wp> +|  12  |  Heavy Starship   | [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | 250~625 meters long; as big as or bigger than the [[wp> 
-USS Enterprise (CVN-65)|Enterprise]]//.((Roughly equivalent to 820~2,052 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |+USS Enterprise (CVN-65)|Enterprise]].((Roughly equivalent to 820~2,052 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 |  13  |  Light Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | 500~1,250 meters long; can be bigger than the [[wp>Burj Khalifa|Burj Khalifa]].((Roughly equivalent to 1,640~4,101 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) | |  13  |  Light Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | 500~1,250 meters long; can be bigger than the [[wp>Burj Khalifa|Burj Khalifa]].((Roughly equivalent to 1,640~4,101 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |
 |  14  |  Medium Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]], [[stararmy:starship_classes:yamato-class_flagship|Yamato Flagship]] | 1,000~2,500 meters long; ships this size could bridge a river.((Roughly equivalent to 3,281~8,202 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  | |  14  |  Medium Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]], [[stararmy:starship_classes:yamato-class_flagship|Yamato Flagship]] | 1,000~2,500 meters long; ships this size could bridge a river.((Roughly equivalent to 3,281~8,202 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
-|  15  |  Heavy Anti-Capital Ship  | [[stararmy:starship_classes:izanagi-class_dreadnought|Izanagi Dreadnought]], [[stararmy:starship_classes:zodiac-class_star_fortress|Zodiac Star Fortress]] | 2,500+ meters long; can be over twice the height of [[wp>Angel Falls|Angel Falls]].((Roughly equivalent to 8,202+ feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |+|  15  |  Heavy Capital Ship  | [[stararmy:starship_classes:izanagi-class_dreadnought|Izanagi Dreadnought]], [[stararmy:starship_classes:zodiac-class_star_fortress|Zodiac Star Fortress]] | 2,500+ meters long; can be over twice the height of [[wp>Angel Falls|Angel Falls]].((Roughly equivalent to 8,202+ feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
  
 === How Fast Can I Go? === === How Fast Can I Go? ===
 Anything bipedal and [[species:human|human]]-sized usually can't go much faster than 30 to 45 kilometers per hour ([[species:human|humans]] probably go lower, [[species:nekovalkyrja|Nekovalkyrja]] cap higher - articulations and muscle can only go so far). Larger [[guide:mecha_and_power_armors#mecha|mecha]], thanks to longer strides and man-machine interfaces, can likely hit 50 to 95 kilometers per hour. Most inertial control systems go up to 100 kilometers per hour. The airspeed of anything not a fightercraft tends to cap at Mach 1.7; actual [[wp>Aircraft#Heavier-than-air – aerodynes|aerodynes]] reach up to Mach 5. Anything bipedal and [[species:human|human]]-sized usually can't go much faster than 30 to 45 kilometers per hour ([[species:human|humans]] probably go lower, [[species:nekovalkyrja|Nekovalkyrja]] cap higher - articulations and muscle can only go so far). Larger [[guide:mecha_and_power_armors#mecha|mecha]], thanks to longer strides and man-machine interfaces, can likely hit 50 to 95 kilometers per hour. Most inertial control systems go up to 100 kilometers per hour. The airspeed of anything not a fightercraft tends to cap at Mach 1.7; actual [[wp>Aircraft#Heavier-than-air – aerodynes|aerodynes]] reach up to Mach 5.
  
-SARP's major [[:faction|factions]] like [[faction:yamatai_star_empire|Yamatai]] and [[faction:democratic_imperium_of_nepleslia|Nepleslia]] have a listing of speed standards which should be the prime reference for what your sublight and faster-than-light speeds ought to look like for your [[guide:aerospace_craft#fighters_and_bombers|fighters]], [[guide:aerospace_craft#shuttles|shuttles]], and [[guide:starship_classes|starships]].+SARP's major [[:faction|factions]] like [[faction:yamatai_star_empire|Yamatai]] and [[faction:democratic_imperium_of_nepleslia|Nepleslia]] have a listing of speed standards which should be the prime reference for what your sublight and faster-than-light speeds ought to look like for your [[guide:aerospace_craft#fighters_and_bombers|fighters]], [[guide:aerospace_craft#shuttles|shuttles]], and [[:starships|starships]].
  
   * [[stararmy:starship_speeds]]   * [[stararmy:starship_speeds]]
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 It's possible that ships have multiple systems running their barrier. This typically doesn't make the barrier stronger or more capable of handling more damage, but it can change how it's meant to work. It's possible that ships have multiple systems running their barrier. This typically doesn't make the barrier stronger or more capable of handling more damage, but it can change how it's meant to work.
  
-For example, say I have a ship with 4 [[technology:gravimetric_drive|gravimetric drives]]. Each drive is able to raise a barrier to full strength, but usually, they share the load of keeping a barrier online. That's an expression of //loadsharing// and //redundancy// - without one of these [[technology:gravimetric_drive|gravimetric drives]], you wouldn't be able to keep a barrier active so in this case, you have 3 spares.+For example, say I have a ship with 4 [[technology:gravimetric_drive|gravimetric drives]]. Each drive is able to raise a barrier to full strength, but usually, they share the load of keeping a barrier online. That's an expression of loadsharing and redundancy - without one of these [[technology:gravimetric_drive|gravimetric drives]], you wouldn't be able to keep a barrier active so in this case, you have 3 spares.
  
-Another example is the [[stararmy:combined_field_system|Combined Field System]] used by the [[stararmy:start|Star Army of Yamatai]]. The [[stararmy:combined_field_system|Combined Field]] is exactly that, fields combined to fulfill different functions: one projects a distortion field that prematurely detonates warheads and bends harmful beams and radiation away, while another offers protection to deflect more physical projectiles from impacting the ship. If the system supporting the distortion field took damage, one protective aspect of the barrier may be lost.+Another example is the [[stararmy:systems:combined_field_system|Combined Field System]] used by the [[stararmy:start|Star Army of Yamatai]]. The [[stararmy:systems:combined_field_system|Combined Field]] is exactly that, fields combined to fulfill different functions: one projects a distortion field that prematurely detonates warheads and bends harmful beams and radiation away, while another offers protection to deflect more physical projectiles from impacting the ship. If the system supporting the distortion field took damage, one protective aspect of the barrier may be lost.
  
 ==== Article Templates ==== ==== Article Templates ====
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 === Units === === Units ===
-The following is for "unit" articles such as [[guide:aerospace_craft|aerospace craft]], [[guide:ground_vehicles|ground vehicles]], [[guide:mecha_and_power_armors#mecha|mecha]], [[guide:mecha_and_power_armors#power_armors|power armor]], and [[guide:starship_classes|starships]].+The following is for "unit" articles such as [[guide:aerospace_craft|aerospace craft]], [[guide:ground_vehicles|ground vehicles]], [[guide:mecha_and_power_armors#mecha|mecha]], [[guide:mecha_and_power_armors#power_armors|power armor]], and [[:starships|starships]].
  
 == Statistical Data / General == == Statistical Data / General ==
 Insert the following under "Type": Insert the following under "Type":
-<code>**DRv3 Tier:** (target type, i.e.: Medium Starship)</code> +<code>DRv3 Tier: (target type, i.e.: Medium Starship)</code> 
  
 == Armored Hull == == Armored Hull ==
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 In weapon articles, the first primary entry for "Purpose:" needs to provide information matching the "Purpose" entry of the Tier table. In weapon articles, the first primary entry for "Purpose:" needs to provide information matching the "Purpose" entry of the Tier table.
  
-<code>**Purpose:** [[(wiki link back to this article's Tier heading)|(weapon's purpose, i.e.: Light Anti-Mecha)]]</code>+<code>Purpose: [[(wiki link back to this article's Tier heading)|(weapon's purpose, i.e.: Light Anti-Mecha)]]</code>
  
 ==== Translating from SADRv2 ==== ==== Translating from SADRv2 ====
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     * [[guide:damage_rating_v2#base_structural_points|SP]] 15~25 will cover most of what is in the Mecha category. Pay more attention to what the type of unit is.     * [[guide:damage_rating_v2#base_structural_points|SP]] 15~25 will cover most of what is in the Mecha category. Pay more attention to what the type of unit is.
  
-  * [[guide:damage_rating_v2#base_structural_points|SPs]] for [[guide:starship_classes|starships]] are in a different grade.+  * [[guide:damage_rating_v2#base_structural_points|SPs]] for [[:starships|starships]] are in a different grade.
     * [[guide:damage_rating_v2#base_structural_points|SP]] 10~15 is Tier 10, Light Starship.     * [[guide:damage_rating_v2#base_structural_points|SP]] 10~15 is Tier 10, Light Starship.
     * [[guide:damage_rating_v2#base_structural_points|SP]] 20~25 is Tier 11, Medium Starship.     * [[guide:damage_rating_v2#base_structural_points|SP]] 20~25 is Tier 11, Medium Starship.
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 === Converting from SADRv2 === === Converting from SADRv2 ===
-The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, //cinematic//.+The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, cinematic.
  
-With this said, if a weapon was made to cause damage to a //light armor// (Tier 4) on multiple hits, it should not be considered a //light anti-armor// (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended effect of the weapon, consider whether the weapon will prove lethal on a single hit for a //heavy personnel// (Tier 3) or //medium personnel// (Tier 2) target and label it as such.+With this said, if a weapon was made to cause damage to a light armor (Tier 4) on multiple hits, it should not be considered a light anti-armor (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended effect of the weapon, consider whether the weapon will prove lethal on a single hit for a heavy personnel (Tier 3) or medium personnel (Tier 2) target and label it as such.
  
-To give an example, the [[stararmy:weapons:ke-m4-w2901_lasr|Light Armor Service Rifle]] was designed for use near friendly assets where the potential collateral damage of more powerful weapons was not desired. As such, while it has frequently been employed in an anti-armor role the weapon can be better thought of as a //heavy anti-personnel// (Tier 3) weapon, as a single shot to a vital area - such as the head or torso - is likely to incapacitate such a target (or penetrate [[species:mishhuvurthyar|Mishhuvurthyar]] carapace), but would take longer to chew through [[guide:mecha_and_power_armors#power_armors|power armor]].+To give an example, the [[stararmy:weapons:ke-m4-w2901_lasr|Light Armor Service Rifle]] was designed for use near friendly assets where the potential collateral damage of more powerful weapons was not desired. As such, while it has frequently been employed in an anti-armor role the weapon can be better thought of as a heavy anti-personnel (Tier 3) weapon, as a single shot to a vital area - such as the head or torso - is likely to incapacitate such a target (or penetrate [[species:mishhuvurthyar:mishhuvurthyar|Mishhuvurthyar]] carapace), but would take longer to chew through [[guide:mecha_and_power_armors#power_armors|power armor]].
  
 ===== Examples of Use ===== ===== Examples of Use =====
-Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] set on '[[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|heavy]]' can cause a grenade-like blast, something //very lethal// to a soldier only in uniform, the [[guide:game_master|Game Master]] would entirely be in the right to judge that if the person dove down in time, perhaps they'd emerge only singed/dazed from the experience.+Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] set on '[[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|heavy]]' can cause a grenade-like blast, something very lethal to a soldier only in uniform, the [[guide:game_master|Game Master]] would entirely be in the right to judge that if the person dove down in time, perhaps they'd emerge only singed/dazed from the experience.
  
 ==== vs. Lightly-Protected Personnel ==== ==== vs. Lightly-Protected Personnel ====
-Practically everything can give a bad day to a //light personnel// (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned:+Practically everything can give a bad day to a light personnel (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned:
  
 ^  Weapon vs. Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs. Target  ^  Descriptor  ^ Examples  ^
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 |  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist.  | |  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist.  |
  
-Since most modern handguns are qualified as //light anti-personnel// (Tier 1) weapons, they are made to defeat protection like the above policeman's riot armor. That is why policemen usually have ballistic vests in high-risk situations - that kind of protection (Tier 2) would prove lifesaving and would result in heavy damage (cracked ribs/severe bruising) instead. +Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman's riot armor. That is why policemen usually have ballistic vests in high-risk situations - that kind of protection (Tier 2) would prove lifesaving and would result in heavy damage (cracked ribs/severe bruising) instead. 
  
 More on that in the next section. More on that in the next section.
  
 ==== vs. Heavily-Protected Personnel ==== ==== vs. Heavily-Protected Personnel ====
-This covers protection conferred by padding and plating directly over the [[species:human|human]] body, such as the //heavy personnel// (Tier 3) full-body hardsuits of [[faction:nepleslia:senate|Nepleslian Senator]] [[character:laj_vinross_yu|Laj Vinross Yu's]] elite cadre of femme fatale, the [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Uniques]].+This covers protection conferred by padding and plating directly over the [[species:human|human]] body, such as the heavy personnel (Tier 3) full-body hardsuits of [[faction:nepleslia:senate|Nepleslian Senator]] [[characters:nepleslia:laj_vinross_yu|Laj Vinross Yu's]] elite cadre of femme fatale, the [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Uniques]].
  
 ^  Weapon vs. Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs. Target  ^  Descriptor  ^ Examples  ^
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 |  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist.  | |  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist.  |
  
-Weapons striking below the tier of the target's protection aren't ineffective: the armor is just doing its job of protecting the wearer's life against harm. Also of note is that damage implies some level of deterioration on the armor. Even though a body-armored [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] could survive being hosed all over by a //light anti-infantry// (Tier 1) submachine gun, her armor would deteriorate and become covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised.+Weapons striking below the tier of the target's protection aren't ineffective: the armor is just doing its job of protecting the wearer's life against harm. Also of note is that damage implies some level of deterioration on the armor. Even though a body-armored [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] could survive being hosed all over by a light anti-infantry (Tier 1) submachine gun, her armor would deteriorate and become covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised.
  
 Bear in mind that while a [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] being shot a few times in her hardsuit's right shoulder would make that area more vulnerable, her chestplate and left shoulder would still be pristine and be quite capable of coping with similar abuse. Bear in mind that while a [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] being shot a few times in her hardsuit's right shoulder would make that area more vulnerable, her chestplate and left shoulder would still be pristine and be quite capable of coping with similar abuse.
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 Unlike body armor which is set directly over flesh, [[guide:mecha_and_power_armors#power_armors|power armor]] operates on a more robust foundation: a pressure-proof lining to environmentally protect the wearer, along with an endoskeleton that serves as an armature for motor actuators or artificial muscle-fibers, then a flexible outer covering, and plating over the less articulated regions. Unlike body armor which is set directly over flesh, [[guide:mecha_and_power_armors#power_armors|power armor]] operates on a more robust foundation: a pressure-proof lining to environmentally protect the wearer, along with an endoskeleton that serves as an armature for motor actuators or artificial muscle-fibers, then a flexible outer covering, and plating over the less articulated regions.
  
-The //Light Armor// (Tier 4) [[stararmy:equipment:ke-m2-4_series_mindy_armor|Ke-M2-4a "Mindy" Power Armor]] is one such unit.+The Light Armor (Tier 4) [[stararmy:equipment:ke-m2-4_series_mindy_armor|Ke-M2-4a "Mindy" Power Armor]] is one such unit.
  
 ^  Weapon vs. Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs. Target  ^  Descriptor  ^ Examples  ^
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 Once the mecha category is reached, the units are no longer conformal to a humanoid's body. At this point, users can go from shuttle pilots to tank drivers and beyond. Their vehicle may sustain damage, but the injury or death of the crew is collateral damage more than anything else - unless a section like the cockpit is targeted. Once the mecha category is reached, the units are no longer conformal to a humanoid's body. At this point, users can go from shuttle pilots to tank drivers and beyond. Their vehicle may sustain damage, but the injury or death of the crew is collateral damage more than anything else - unless a section like the cockpit is targeted.
  
-It's much the same for [[guide:starship_classes|starships]], just on a greater scale. Let's cover how a //medium starship// (Tier 11) vessel like the [[stararmy:starship_classes:plumeria_gunship_2e|Ke-S3-2e Plumeria-class Medium Gunship]] might cope against harm.+It's much the same for [[:starships|starships]], just on a greater scale. Let's cover how a medium starship (Tier 11) vessel like the [[stararmy:starship_classes:plumeria_gunship_2e|Ke-S3-2e Plumeria-class Medium Gunship]] might cope against harm.
  
 ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^
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 Like [[guide:mecha_and_power_armors#power_armors|power armor]], larger vehicles deteriorate from successive damage to the same location. Like [[guide:mecha_and_power_armors#power_armors|power armor]], larger vehicles deteriorate from successive damage to the same location.
  
-//Potentially lethal// damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the [[species:human|human]] body, some of them a [[species:human|human]] cannot go without, it's the same for vehicles. Such an attack striking the  [[stararmy:starship_classes:plumeria_gunship_2e#lounges|Plumeria's lounge]] or [[stararmy:starship_classes:plumeria_gunship_2e#shuttle_bay|shuttle bay]] would impair some functions of the ship but not slow it down in combat; strikes to its [[stararmy:starship_classes:plumeria_gunship_2e#weapons_systems|weapons]], [[stararmy:starship_classes:plumeria_gunship_2e#propulsion|engines]], or [[stararmy:starship_classes:plumeria_gunship_2e#integrated_combined_field_system_array|barrier systems]], however, would prove far more telling. Taking out the [[technology:aether_generator|aether generator]] in [[stararmy:starship_classes:plumeria_gunship_2e#engineering|engineering]] would be crippling, as it would force the ship to run on backup power, while a hit on the [[stararmy:starship_classes:plumeria_gunship_2e#bridge|bridge]] could be ruinous - and striking directly at an [[stararmy:starship_classes:plumeria_gunship_2e#armories_4|armory]] or anti-matter storage could result in catastrophic consequences.+Potentially lethal damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the [[species:human|human]] body, some of them a [[species:human|human]] cannot go without, it's the same for vehicles. Such an attack striking the  [[stararmy:starship_classes:plumeria_gunship_2e#lounges|Plumeria's lounge]] or [[stararmy:starship_classes:plumeria_gunship_2e#shuttle_bay|shuttle bay]] would impair some functions of the ship but not slow it down in combat; strikes to its [[stararmy:starship_classes:plumeria_gunship_2e#weapons_systems|weapons]], [[stararmy:starship_classes:plumeria_gunship_2e#propulsion|engines]], or [[stararmy:starship_classes:plumeria_gunship_2e#integrated_combined_field_system_array|barrier systems]], however, would prove far more telling. Taking out the [[technology:aether_generator|aether generator]] in [[stararmy:starship_classes:plumeria_gunship_2e#engineering|engineering]] would be crippling, as it would force the ship to run on backup power, while a hit on the [[stararmy:starship_classes:plumeria_gunship_2e#bridge|bridge]] could be ruinous - and striking directly at an [[stararmy:starship_classes:plumeria_gunship_2e#armories_4|armory]] or anti-matter storage could result in catastrophic consequences.
  
-Even 'flesh wounds' on a vehicle can come with their share of trouble. On a //[[stararmy:starship_classes:plumeria_gunship_2e|Plumeria]]//, we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, and so on.+Even 'flesh wounds' on a vehicle can come with their share of trouble. On a [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria]], we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, and so on.
  
-Connecting with an //Assuredly Lethal// attack, or pouring a lot of successive firepower into a [[guide:starship_classes|starship's]] center-of-mass can result in dramatic explosions, but it's not uncommon for a vehicle to be made inoperable without exploding. In the case of airplanes, striking at engines may not make them explode, but it will rob the airplane of its ability to remain airborne. For [[guide:starship_classes|starships]], sufficient damage may make them unable to function or support life before they'll actually blow up.+Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[:starships|starship's]] center-of-mass can result in dramatic explosions, but it's not uncommon for a vehicle to be made inoperable without exploding. In the case of airplanes, striking at engines may not make them explode, but it will rob the airplane of its ability to remain airborne. For [[:starships|starships]], sufficient damage may make them unable to function or support life before they'll actually blow up.
  
 Capital vessels and starbases are in the upper range of the tiers, the point where weapons in this setting become less likely to cause 'overkill' on them. They account for the mightiest machines in our setting. Capital vessels and starbases are in the upper range of the tiers, the point where weapons in this setting become less likely to cause 'overkill' on them. They account for the mightiest machines in our setting.
  
 ===== OOC Notes ===== ===== OOC Notes =====
-[[user:fred]] created this article on 2014/03/17 17:21; [[user:wes]] [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-revision.19218/page-16#post-318881|approved]] it on 2017/01/03 18:55.  [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-version-3-update.62821/|updated]] it on 2018/08/19 09:10 after receiving [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-version-3-update.62821/post-385510|approval]] from [[user:wes]] on 2018/08/19 08:49.+[[members:fred]] created this article on 2014/03/17 17:21; [[members:wes]] [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-revision.19218/page-16#post-318881|approved]] it on 2017/01/03 18:55.  [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-version-3-update.62821/|updated]] it on 2018/08/19 09:10 after receiving [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-version-3-update.62821/post-385510|approval]] from [[members:wes]] on 2018/08/19 08:49.

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